The Scavenger Gods
The awakening of the World Mind gives rise to a new race of ideas given form, known as Phantasms. These free-willed, semi-solid, permanent illusions each take the form of unique concept, shaping themselves into the idealized physical embodiment of that idea.
Physical Description: As ideas given form, the Phantasms can look like anything, and can freely adapt their appearance in any number of ways to better reflect and convey that idea. In fact, the maleability of their forms is not specifically bound to the idea from which they were born (they can assume any form they wish), but the limitations of their own creativity makes them less likely to assume forms that cannot be tied to their personal concept.
Phantasms are born from unique, and original ideas. This may happen in one of two ways. First, if a sophont has a new idea while at a place where two or more ley lines intersect, that idea may be given form as a Phantasm. Secondly, if the sophont has an idea while in immediate proximity to a Phantasm, then another Phantasm may be born. The Phantasms themselves, as embodied ideas, are not particularly capable of having new ideas of their own and thus may never produce more of their own kind without the assistance of another intelligence.
As Phantasms are only born from ideas that are new and unique (i.e. no one has thought of them before), many Philosophers and Scientists in the world have taken to gauging their success based on the number of Phantasms that have been spontaneously created from their work. Many of these individuals will seek out Phantasms as assistants to increase the chances that new Phantasms will spring from the ideas they generate.
Society & Relations: The Phantasms are the newest beings on the block, so to speak, having existed in the world for only a few months (as far as anyone knows). As “ideas given form”, how people react to them is directly dependent on whether or not they agree with that idea.
Among their own kind, the Phantasms tend to group the world into two categories, “Men” (meaning anything born of flesh) and “Memes” (meaning themselves). How they react to other creatures is directly dependent on the idea that formed them, for instance, the Phantasm of “All men are pigs” is not likely to get along well with males of any species. While free-willed and able to think, it is still unknown whether a Phantasm can “change its mind” with regards to the idea that initially formed it.
Alignment and Religion: Phantasms, as living ideas, represent the full range of belief systems.
- “World peace would be nice”, “You should trust me”, “Yellow butterflies are the most beautiful”, “Coffee tastes good”, “There is a force that holds us down”, “The pen is mightier than the sword”, “God is dead”, “What would happen if I stick a fork in this electrical outlet?”1
Racial Traits [10 Points]
- Abilities (-1 RP): +2 Cha, +2 Con, -4 Int: Phantasms are able to change their forms to better reflect their ideals, making them highly Charismatic, and, as they say, it is hard to kill an idea. However, being born from a single thought, they are less capable of creative thinking than organic beings.
- Type: Outsider [native, shapechanger] (3 RP): A native outsider is at least partially composed of the essence of some alternate state of existence. A native outsider race has the followings features.
- Native outsiders have the darkvision 60 feet racial trait.
- Native outsiders breathe, eat, and sleep.
- Medium Size (0 RP): While they are able to freely change their form, the vast majority of Phantasms conform to medium size in terms of their mass. A few very important, world-changing ideas may be large sized or greater.
- Normal Speed (0 RP): A Phantasm has a base speed of 30 feet.
- Illusion Resistance (1 RP): As living illusions, Phantasms find it easy to see through such trickery from others. They gain a +2 racial bonus on saving throws against illusion spells or effects.
- Change Shape, Greater (6 RP): A Phantasm can assume the appearance of any sentient creature of Small to Large size as the alter self spell, save that it does not adjust its ability scores. This ability can be used at will.
- Dispel Vulnerability (-2 RP): A dispel magic (or similar spell) targeted at a Phantasm destabilizes their illusory form. A Phantasm struck by a dispel effect suffers 1d6 points of damage per caster level (Will save for half). A disjunction or similar effect requires the Phantasm to make a Will save or be slain instantly. A Phantasm killed by a dispel effect is effectively disintegrated, vanishing and leaving behind no trace of its existence.
- True Seeing Transparency (0 RP): Because they are illusions, Phantasms do not register to true seeing and similar effects. When viewed by a character that is able to see through illusions, the Phantasm is effectively invisible.
- Shared Concepts (2 RP): When conveying an idea, it is said that a picture is worth a thousand words. In an effort to convey the meaning of their existence to others, Phantasms have developed the ability to communicate in images as well as speech. A Phantasm is able to use Silent Image as an at-will spelllike ability. The caster level of the spell is equal to the Phantasm’s character level.
- Languages (1 RP): Phantasms start with Common and one other language of their choice (typically the language of whoever had the idea). Furthermore, as ideas can be expressed in a variety of ways, Phantasms with high Intelligence scores can learn any languages they want.
Random Starting Ages:
|0 months||+1d3 months||+1d4 months||+1d6 months|
Random Height and Weight: any
Aging Effects: unknown
1 Answer: You give birth to a Phantasm…and get electrocuted.